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Facesofmu

Time and Season-based changes

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I was trying to help another player a few days ago, and they said rather than go ahead to the tar they wanted to find, they wanted to head back to their home before night sets in.

My thought was "Well, it's no more dangerous then than it is during the day time. Same number and type of creatures".

So my suggestion here is to ask for creatures to change based on seasons and daylight times.

For example, spiders and cats could retreat to their lairs during the day and move around little. At night, they spread out and explore as normal.

Bears could retreat to their lairs during winter and move around little, and for the other seasons spread out and move as normal.

Unicorns could stay near their lair at night and move about during the day.

Etc etc.

Any other animal behaviours that could be cyclical?

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Maybe animals are MORE HUNGRY & AGGRESSIVE in the winter, less hungry & aggressive  in other seasons (lowest in summer). Aggro ranges could change with seasons.  A well fed bear or even mountain lion / wolf is not really going to attack humans in the summer/autumn but will be much more likely to attack whenever hungry enough. And I like bears hibernating and waking up STARVING & RAVENOUS in spring. Then by summer they have toned down again.

Also in winter they could leave TRACKS for a few hours, so if its winter and you are new and see tracks, maybe be more wary in that area!  Maybe need lower Tracking skill to tell human from animal tracks, higher skill to see specific player names & animal names.

images?q=tbn:ANd9GcQgudt0AdPh9pwQW5nkUhfpG7-B4ZAHMwgj-1H2ScNWq7QFq1aRYg

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i can just imagine the sudden increase in creatures wandering onto my deed when spring rolls around :D

I like this suggestion, though i am one of those people who rarely moves around outside at night for fear of running into a mob. There may not be more of them, but they sure are harder to spot!

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Guards could also come back to the tower at night, and mebbe even start a camp fire.

+1

Maybe GOBLINS can do this too -- I can just see a lost and exhausted player spotting a campfire nearby, rushing to it thinking he is finally safe, and bursting into a small group of goblins huddled around their campfire ^_^ Perhaps if one goblin  builds a campfire it attracts more goblins who then start to build a hut; if finished this acts as a goblin spawner unless destroyed. As a camp grows larger, the goblins it spawns become tougher and their "camp" becomes more sophisticated. But they only work on these activities in the dark at night.  They also make these campfires in caves/mines.

images?q=tbn:ANd9GcQym8BpZJto0L8HJIZ6DM4MRtSfkwm9puCoGYP-Gl0n2B74R7fkNQ

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nightmares.jpg 

The more that I was thinking about this, the more I think we should have more NIGHT TERRORS. Uber-mobs that spawn only after sunset, but dissipate with the morning light, or even burst into flame ala minecraft.  The reason why more  "Things That Go Bump In The Night" would be good for the game, is that new players CAN learn to play around them and avoid them -- Never get caught on the road at night, nighttime is a time for staying behind village gates and working in well lit craftrooms, or travelling only with an armed escort. At first it will take time for them to learn more fear of the night, but in daytime the mobs they have to deal with will be much more manageable for their levels: bears, wolves, mountain lions etc. Those are hard enough for them as it is.

Meantime, the high level players who complain the game is becoming too "tame" as their skills and gear gets better, now have foes more worthy of their attention: Trolls, Werewolves, Basilisks, Mist spiders, Minotaurs and Smoke-dragons. The night becomes the realm of the hunter.

This gives a good way to up the overall difficulty of the game, while providing solutions for players who want to focus on more building/crafting elements, or are simply new to the game. They  just have to learn to never (ever! EVER!) get caught outside the village gates after sunset...

[img height=200 width=300]http://t3.gstatic.com/images?q=tbn:ANd9GcQ3G_L4kPJukxlHA_J6v3YV4wpKRMU-G7hNY17BS0GScRfeYKse  [img height=200 width=300]http://t3.gstatic.com/images?q=tbn:ANd9GcSshB26J9WtRJlcqjE8BjMmjgwAPi0aUKuY-_YeZBqHuHDhcWAn  [img height=200 width=300]http://t0.gstatic.com/images?q=tbn:ANd9GcRG8_85dltaDFu2HcQIkhnQ5ONp7vkNm-vPU8euUcV2nOCGKUgPrg  [img height=200 width=300]http://t1.gstatic.com/images?q=tbn:ANd9GcRskd65Z29B6UYlPNwQ9GBvV_2BeB4np2ELxhbj2fwa7wBK0OKlpQ  [img height=200 width=300]http://i133.photobucket.com/albums/q54/InfernoRodan/Other/Mystical/SmokeDragon.jpg

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Oh, I like that werewolf thing in the top right that would be cool added to the game.

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+1

Nights:

-> should be more dangerous with most of the predators roaming

-> predators are more accurate at night than players(night penalty)

-> other animals sleeping and gathering in herds

-> large bonus to stealth

-> predators stay away from fires and lamps

Days:

-> herds moving around

-> predators sleeping, dont wake em ;)

WEATHER

Rain:

-> reduce crops quality

-> reduces sail speed

Storm:

-> greatly reduces crops quality

-> damages ships moving on open water

SEASON:

Autum:

-> harvest season, plants grow fast and give double harvest

-> rain improves quality of crops

-> gras grows fast to cut it and store as animal food for winter

Winter(high mountains can have winter even during other season cause of height):

-> No plants grow, no grass just snow

-> you need reserves for the winter, like corn, cattle, straw

-> body warmth. if you loose body warmth your stamina regenerates slower(100%-0%). this can go to the point where it starts depleting(0%-(-100%)), with empty stamina it will start depleting your health from freezing.

    -> fires warm you up pretty fast when close enough 1% warmth per minute. heated interiors with a fire source does the same.

    -> unheated caves and houses drain your warmth by 1% every hour

    -> outside drains your warmth by 1% every 10 minutes

    -> snowstorms drains your warmth by 1% every minute

    -> water during winter drains your warmth by 1% every second

    -> winter clothes reduce warmth drain by 90% (fur)

    -> normal clothes reduce warmth drain by 50% (leather, cloth)

    -> irrelevant clothes has no effect (no clothes or metal armor)

-> bears appear only inside caves

-> more hungry wolves, less deer and stuff

Spring:

-> plants spread fast during this season

-> rain improves quality of crops

-> gras grows fast to cut it and store as animal food for winter

Summer:

-> body warmth will grow when outside. same as low body warmth during winter, but other effects.

-> stamina regenerates slower if bodywarmth is over 100%. if you overheat you will collaps and it takes long to regenerate your stamina to full until than you cant get up again. clothes will speed up heathing process by the amount they slow the loos of body warmth in winter. working and using stamina will increase you body warmth, take rests.

-> metall armors will cause additional heat when outside in the sun

-> few rain will cause dry periods that reduce quality of crops.

-> dryperiods can cause tiles to turn into dry tiles. fire can break out at this tiles and spread to other dry tiles, leaving only ash and burned trees. wooden houses and items can burn too.

-> when it rains no heat during this time.

-> you get thirsty faster

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I would really hope these AI changes would help hunters really enjoy the hunt! Student hunters might level their skill during the day, daring hunters would step out the door at night.

There's also the extra dependencies created between lower level players getting stuck outside at night, and our heroic hunters and warriors of villages and homesteads who help and maybe guard nearby wanderers. Even to the point of providing shelter for the night? (even better need for Inns! Particularly free ones).

This is also a great reason to have the tents and woven huts that can last a night or two. These tools could provide a 3-walled construction that would encourage the player to put a protective fire on the fourth side.

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Winter:

  • Random frostbite damage unless wearing a coat (( can use furs or cloth for creation, wool if sheep make it in ))
  • Starving animals die.  This would help with the problem of players who have lots of animals penned up but aren't logging in frequently to tend to them.
  • Reduced movement speed unless you're wearing snowshoes
  • Reduced crop yields.
  • Yeti's spawn randomly

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Winter(high mountains can have winter even during other season cause of height):

Love this point! Snow-capped mountains ftw!

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  • Yeti's spawn randomly

[img height=200 width=300]http://t1.gstatic.com/images?q=tbn:ANd9GcSKBJTRizId5AxcCxUw84Z5DnQxc-rb04UZEWUxlP-LkVb_v2dx[img height=200 width=300]http://t1.gstatic.com/images?q=tbn:ANd9GcQoXypHGK2O6ukq4VVb3kA6GvmKNme4yG9Z8JzR3iH_xOFMJ_Vohg[img height=200 width=300]http://t0.gstatic.com/images?q=tbn:ANd9GcRdL3COHuvTT4xbIxUa03HrZ284PACcQOk_VbKQtX3ZmtWcuf-F

Oh my yes

Maybe on those winter mountain zones, above a set height where it is winter year round

/imagines a champion warrior yeti and shivers

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+1

Nights:

-> should be more dangerous with most of the predators roaming

-> predators are more accurate at night than players(night penalty)

-> other animals sleeping and gathering in herds

-> large bonus to stealth

-> predators stay away from fires and lamps

Days:

-> herds moving around

-> predators sleeping, dont wake em ;)

WEATHER

Rain:

-> reduce crops quality

-> reduces sail speed

Storm:

-> greatly reduces crops quality

-> damages ships moving on open water

SEASON:

Autum:

-> harvest season, plants grow fast and give double harvest

-> rain improves quality of crops

-> gras grows fast to cut it and store as animal food for winter

Winter(high mountains can have winter even during other season cause of height):

-> No plants grow, no grass just snow

-> you need reserves for the winter, like corn, cattle, straw

-> body warmth. if you loose body warmth your stamina regenerates slower(100%-0%). this can go to the point where it starts depleting(0%-(-100%)), with empty stamina it will start depleting your health from freezing.

    -> fires warm you up pretty fast when close enough 1% warmth per minute. heated interiors with a fire source does the same.

    -> unheated caves and houses drain your warmth by 1% every hour

    -> outside drains your warmth by 1% every 10 minutes

    -> snowstorms drains your warmth by 1% every minute

    -> water during winter drains your warmth by 1% every second

    -> winter clothes reduce warmth drain by 90% (fur)

    -> normal clothes reduce warmth drain by 50% (leather, cloth)

    -> irrelevant clothes has no effect (no clothes or metal armor)

-> bears appear only inside caves

-> more hungry wolves, less deer and stuff

Spring:

-> plants spread fast during this season

-> rain improves quality of crops

-> gras grows fast to cut it and store as animal food for winter

Summer:

-> body warmth will grow when outside. same as low body warmth during winter, but other effects.

-> stamina regenerates slower if bodywarmth is over 100%. if you overheat you will collaps and it takes long to regenerate your stamina to full until than you cant get up again. clothes will speed up heathing process by the amount they slow the loos of body warmth in winter. working and using stamina will increase you body warmth, take rests.

-> metall armors will cause additional heat when outside in the sun

-> few rain will cause dry periods that reduce quality of crops.

-> dryperiods can cause tiles to turn into dry tiles. fire can break out at this tiles and spread to other dry tiles, leaving only ash and burned trees. wooden houses and items can burn too.

-> when it rains no heat during this time.

-> you get thirsty faster

+1

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Only problem I see with all this is that: at night it is very dark and hard to get around, this would make hunting more difficult.

Which actually may not be a bad thing. Sometimes a challenge is what makes the hunt in the first place.

But in this case Tracking would have to be much more developed and much more useful to hunters.

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well, as a major proponent of "filling wurm out", i'm fully for more challenging aspects, more developed skill lines, more more more - everything.

I say this alot, Wurm is a game of nearly unlimited potential, and I hope to see that potential realized.

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